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A common use case in GL for some applications is to be able to
draw the same object, or groups of similar objects that share
vertex data, primitive count and type, multiple times. This
extension provides a means of accelerating such use cases while
restricting the number of API calls, and keeping the amount of
duplicate data to a minimum.

Seems like this is one bolt in an entire skyscraper, yeah? A "real" application won't hold up with this bolt alone, but it's a necessary step towards the final goal of proper OpenGL 3.0 support.

It's good that people are working on this, but this commit alone more than likely does not open up any new application support: apps writing to GL 2.1 won't use instanced drawing anyway, and apps writing to GL 3.0 or 3.1 will probably use other features of GL that Mesa doesn't yet support. So I dare say this isn't really newsworthy, as nice as it is.

Would much rather see a complete working GLSL 1.20 shader compiler for r600g, so that my existing apps don't crash deep within r600_dri.so when compiling a fragment shader...

Seems like this is one bolt in an entire skyscraper, yeah? A "real" application won't hold up with this bolt alone, but it's a necessary step towards the final goal of proper OpenGL 3.0 support.

It's good that people are working on this, but this commit alone more than likely does not open up any new application support: apps writing to GL 2.1 won't use instanced drawing anyway, and apps writing to GL 3.0 or 3.1 will probably use other features of GL that Mesa doesn't yet support. So I dare say this isn't really newsworthy, as nice as it is.

If you have to go from A to B, walking on a path, you must do several small steps. You can't do only one big step.